Proposal: War of the Last Alliance-A Middle-Earth RP[ (Complete. New Rules in page 12) Claims Open

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Ithil Guard: (Only able to be recruited by Isildur and/or his sons, and there can only be 4 units in an army.+12% Attack)(+5 Attack).Longsword,,Kite Shield and Heavy Full Chainmail(+12%Defense)Fearsome Unit (-5 Morale points).Costs 2.000 Mirian.Unit size: 200

Guards of the Dome of Stars: (Only able to be recruited by Anarion and/or his son, and there can only be 4 units in an army.+12% Attack)(+5 Attack).Axe and Heavy Full Chainmail(+12%Defense)Fearsome Unit (-5 Morale points).Costs 2.000 Mirian.Unit size: 200

Palantiri Guardians: (Only able to be recruited by the Lord of a region with a Palantir. and there can only be 3 units in an army.+11 Attack)Spears, Greatswords and Heavy Full Chainmail(+12%Defense)Fearsome Unit (-5 Morale points).Costs 1.100 Mirian.Unit size: 180

Library:Gives a +3 Will bonus to the Governor of a city possessing one.Costs 6.000 Mirian

Blackstone Walls:Indestructible Walls, like the ones of Minas Anor.Also a +3 Siege Strategist bonus to the general defending a city with them.Cost 40.000 Mirian

Steel Gates:Harder Gates.Cost 20.000 Mirian

Artifacts

Spoiler Alert, click show to read:

6 Palantiri

Narsil:The Sword of Elendil, forged in the First Age by the great Dwarf smith Telchar of Nogrod.It is said to shine with an inner light, and can cut through Iron and Steel with ease.+600 Attack,+400 Defense.

The Elendilmir:This circlet made of Mithril, and set with an Elvish Crystal is one of the symbols of Royalty among the Dunedain.+5 Influence

The Scepter of Annuminas:The symbol of power amongst the Arnorian Kings.+2 Management

The Ring of Barahir:The ancient Ring gifted to Barahir by Finrod Felagund, and passed down his line since.+3 Builder

It is such a quiet thing, to fall. But far more terrible is to admit it.Proud supporter and fan of Fourth Age: Total War

Re: Proposal: War of the Last Alliance-A Middle-Earth RP[ (In for a rework) Claims Open

Combat Rework

As part of the revamp, I replaced the old battle system with a new one. I got rid of the specific weapons and instead have units be part of Categories

Spoiler Alert, click show to read:

Heavy Infantry: +1 against Spearmen

Spearmen: +2 against Cavalry

Heavy Cavalry: +3 against anything but Spearmen and Pikemen

Pikemen:+3 against Cavalry

Ranged Units: Rely on their own stats

I kept the old terrain advantages but lowered their effect to make them more balanced

Spoiler Alert, click show to read:

A unit on elevated terrain such as a hill gets a 3% bonus

A unit defending a wall gets a 5% bonus

Dwarves get a 3% bonus when fighting underground

Ambushing units get a 6% bonus

Orcs get a 2% bonus when besieging settlements. With OoTM this is replaced with a 5% bonus on mountainous terrain

Numenoreans get a 2% bonus in Naval Combat

Elves of Lorien and Greenwood get a 3% bonus when fighting in Woods

Elves of Lindon get a 1% bonus at Field Battles

Easterlings and Haradrim get a 2% bonus at Deserts

The Line system: Whereas the old system had each unit having a unique roll (Which still is valid, but only for units acting on their own) I realized it would be too taxing on the mods. So, the line system works by forming units into groups for concerted action such as attack or defense, and calculating it and the opposing line as an individual unit.

Last edited by Feanaro Curufinwe; May 19, 2013 at 02:24 PM.

It is such a quiet thing, to fall. But far more terrible is to admit it.Proud supporter and fan of Fourth Age: Total War

Re: Proposal: War of the Last Alliance-A Middle-Earth RP[ (In for a rework) Claims Open

Light Infantry? Well, I was basically thinking on footmen in general when referring to heavy infantry. A misplaced generalization. Annd what do you suggest that the bonus for walls could be? Anything over 8% is too much.

It is such a quiet thing, to fall. But far more terrible is to admit it.Proud supporter and fan of Fourth Age: Total War

Re: Proposal: War of the Last Alliance-A Middle-Earth RP[ (In for a rework) Claims Open

A Middle-Earth RPG

War of The Last Alliance

The Setting

The Second Age is coming to an end. A Shadow grows in the East, and Orodruin is belching smoke and flame once more. The Dark Lord Sauron has returned, having survived the Downfall of Numenor and has taken up the One Ring once more.
The Armies of the Free Peoples gather to create a mighty war-host, one not seeking to contain him, but to destroy him once and for all.

Forums and Sub-Forums

Main forum:Where the sign up thread is located, along with the rules, OOC thread and the occasional proposal.

Middle-Earth:The main RP sub-forum. Does not include battle or home threads.

Realms of Middle-Earth:Where Home threads are. Also where the player can post his bank.

Conflicts and Wars: Battle forum.

Records of the Scribes: Archive forum, where inactive threads are put for posterity.

Factions

There are nine factions in the game. These are:

The Realm-in-Exile: Men (Numenoreans)

Kingdom of Lindon: Elves (Noldor)

Realm of Khazad-Dum: Dwarves

Kingdom of Greenwood: Elves (Sindar and Silvan)

Kingdom of Lothlorien: Elves (Sindar and Silvan)

Rhun: Men (Easterlings)

Harad: (Numenoreans and Haradrim)

Mordor

Orcs of the North: Orcs

Basic Character Rules

Important characters are played by a single player (or by a moderator or volunteering player in case they are needed)

A player can create his own, minor character and his family which he can play as.

Character Skills

Will:Represents your character's willpower, which makes his mind hard or easier to read by beings who have such powers. It also affects your ability to do such an act if you are an Elf or Numenorean.

Influence: +2 Morale each level

Terror: -2 Morale each level

Weapon Expertise: +4% Damage bonus each level

Builder: Each level gives a 3% discount on buildings.

Siege Strategist: +1% bonus for all actions in a siege battle with each level

Field Strategist: +1% bonus on all actions in a field battle with each level

Naval Strategist: +1% on all actions in a naval battle with each level

Mining: +5% chance of gaining more chests worth of Gems and Minerals with each level

Trading: A 1.000 Mirian bonus off trade agreements each level

Farming: 1.000 extra Mirian from farms with each level

Management: 2.000 Mirian bonus each week with each level

Dueling

Each character has a 1.000 health points in total.Armour protects your health points, and unarmoured characters may find themselves go down easily.You roll dice for both attacking and defending characters.Defending characters may block using their weapons.Blocking increases your armour rating, and can serve as defense when your armour points are depleted.Armour points are depleted with each attack, and the number of armour points is relevant to the armour quality and type.The die roll determines how much is depleted.The damage of a weapon is added to each strike.So, if you roll 100% and have +200 weapon, 200 points are added to your strike.

Morgul Blade (Nazgul/Sauron only) :They begin with them.+200 Attack (It also causes 20 Health to be lost if left untreated),+100 Defense

Dwarven Axe: Costs 450 Mirian.+160 Attack,+65 Defense

Dwarven Sword:Costs 430 Mirian.+150 Attack,+85 Defense

Artifacts

The Palantiri:They can be used to see on far off places, and also as a mens of communication between people who possess them.They are located in Elostirion,Angrenost,Annuminas,Amon Sul,Minas Anor,Minas Ithil and Osgiliath.

Narsil:The Sword of Elendil, forged in the First Age by the great Dwarf smith Telchar of Nogrod.It is said to shine with an inner light, and can cut through Iron and Steel with ease.+600 Attack,+400 Defense.

Aeglos:The great Spear of Ereinion Gil Galad, the High King of the Noldor.A great weapon of war, it is said to terrify foes.+600 Attack,+400 Defense

Durin's Axe:This ancient weapon was the Axe of Durin the Deathless himself, and has been passed down to his heirs ever since.+600 Attack,+350 Defense

Sauron's Mace:The fearsome weapon of the Dark Lord himself, forged by Sauron as his weapon of choice.+550 Attack, 450 Defense

The Elendilmir:This circlet made of Mithril, and set with an Elvish Crystal is one of the symbols of Royalty among the Dunedain.+5 Influence

The Scepter of Annuminas:The symbol of power amongst the Arnorian Kings.+4 Management

The Ring of Barahir:The ancient Ring gifted to Barahir by Finrod Felagund, and passed down his line since.+3 Builder

Narya:The Elven Ring of Fire, made out of Gold and set with a Ruby, borne by Lord Cirdan.+6 Influence

Nenya:The Elven Ring of Water, made out of Mithril and set with a Diamond, borne by Lady Galadriel.+6 Management

Vilya:The Elven Ring of Air, made out of Gold and set with a Sapphire, borne by High King Ereinion Gil Galad, it is the Greatest of the Three.+5 Influence,+5 Management,+3 Builder

Durin's Ring: The Ring of the Longbeards, one of the Seven Dwarven Rings.+2 Mining, +2 Management

The One Ring:One Ring to Rule them All, One Ring to Find them, One Ring to Bring them All and in the Darkness Bind them.The Master Ring, forged by Sauron in he fires of Orodruin.+8 Management,+8 Influence,+4 Field Strategist,+2 Will

The Ring of The Witch King:One of the Nine Rings of Men.+3 Weapon Expertise,+3 Management

The Ring of Khamul:One of the Nine Rings of Men.+3 Weapon Expertise,+3 Management

Glamdring:An Elven Sword of Gondolin, once borne by King Turgon, currently lost in the hoards of the Orcs of Gundabad.+500 Attack,+320 Defense

Orcrist:An Elven Sword of Gondolin,currently lost in the hoards of the Orcs of Gundabad.+500 Attack,+320 Defense

Anarion's Axe:The Axe of King Anarion of Gondor.+480 Attack,280 Defense

Battles

The battle rolls will use a percentile die, so:
Unit A attacks UNIT B, Unit A rolls for attack and Unit B for defense. Bonuses are counted and you deduct the losses.

Unit Type Bonuses

Infantry: +1 against Spearmen

Spearmen: +2 against Cavalry

Heavy Cavalry: +3 against anything but Spearmen and Pikemen

Pikemen:+3 against Cavalry

Ranged Units: Rely on their own stats

OtherA unit on elevated terrain such as a hill gets a 3% bonus

A unit defending a wall gets a 5% bonus

Dwarves get a 3% bonus when fighting underground

Ambushing units get a 6% bonus

Orcs get a 2% bonus when besieging settlements.

Numenoreans get a 2% bonus in Naval Combat

Elves of Lorien and Greenwood get a 3% bonus when fighting in Woods

Elves of Lindon get a 1% bonus at Field Battles

Easterlings and Haradrim get a 2% bonus at Deserts

The Line system: Whereas the old system had each unit having a unique roll (Which still is valid, but only for units acting on their own) I realized it would be too taxing on the mods. So, the line system works by forming units into groups for concerted action such as attack or defense, and calculating it and the opposing line as an individual unit.

Morale

Unit Quality (High-tier units have better morale)
Race[For example, Elves have better morale than Orcs)
Battle Condition (A unit that is ragged and surrounded, and is also part of a losing army is likely to retreat)
Leadership (Soldiers led by a leader with high Influence can perform better)
Fearsome Units (Unless they have factors that favour them, units might break against fearsome units like the Nazgul)

These are the stages for unit morale.The average morale for a unit is 50.

Furious [Under special conditions]:Gives 50 more morale points.

Victorious:A victorious unit has 80 morale points.

Confident:A confident unit has 75 morale points.

Steadfast:A steadfast unit has 70 morale points.

Casual:A casual unit has 50 morale points.This is the state of a unit entering the battlefield.

Wary:A wary unit has 45 morale points.

Grim:A grim unit has 40 morale points.

Desperate:A desperate unit has 35 morale points.

Terrified:A terrified unit has has 30 morale points.

Broken:A broken unit has 25 morale points.

Shattered:A shattered unit has 10 morale points.

Units attempt to flee at Broken.

A flanked unit loses 10 morale
An encircled unit loses 15 morale
Seeing other units rout, a unit loses 5 morale per unit
If a leader dies, there is a chance that either all units lose morale, or they will be enraged.

Characters

Mordor

The Dark Lord Sauron:Claimed by Lucius Malfoy

The Witch King:Claimed by Pyrrhus the Molossian

Khamul the Black Easterling:Unclaimed

Harad

Lord Herumor:Claimed by KieKeBoon

Lord Fuinor:Unclaimed

Kingdom of Lindon

High King Ereinion Gil-Galad:Claimed by Severus Snape

Lord Elrond Peredhel:Unclaimed

Lord Glorfindel:Claimed by Arlin

Lord Cirdan:Unclaimed

The-Realm-in-Exile

High King Elendil:Claimed by Feanaro Curufinwe

King Isildur (Elendur,Aratan and Ciryon):Unclaimed

King Anarion(Meneldil and three daughters):Claimed by Gandalf

Kingdom of Greenwood

King Oropher:Unclaimed

Thranduil Oropherion:Unclaimed

Kingdom of Lothlorien

King Amdir:Unclaimed

Amroth Amdirion:Unclaimed

Lord Celeborn:Unclaimed

Lady Galadriel:Unclaimed

Orcs of the North

Radbug the Great Orc (OC):Unclaimed

Realm of Khazad-Dum

King Durin IV:Claimed by Balin Son of Fundin

Rhun

Khan Uldor (OC):Unclaimed

Farm Incomes

Barren:No money

Low Fertility:10.000

Medium Fertility:20.000

High Fertility:25.000

Very High Fertility:30.000

If you build an Irrigation it yields an extra 10.000 Mirian.

Mining Incomes

Low Mineral Wealth:14.000

Medium Mineral Wealth:20.000

High Mineral Wealth:35.000

Low Gem Wealth:15.000

Medium Gem Wealth:25.000

High Gem Wealth:38.000

Mithril:46.000

To Mine you need to build Mines in a region. To Mine Mithril you must make Mithril Mines.

Trade Incomes

An area with a Trade Route makes 5.000 Mirian per week. If the player who controls it makes a Trade Agreement with another player, he gets 12.000 extra.

Starting Money

This is the initial income characters receive at the beginning of a game.

Ithil Guard: (Only able to be recruited by Isildur and/or his sons, and there can only be 4 units in an army.+12% Attack)(+5 Attack).Longsword,,Kite Shield and Heavy Full Chainmail(+12%Defense)Fearsome Unit (-5 Morale points).Costs 2.000 Mirian.Unit size: 200

Guards of the Dome of Stars: (Only able to be recruited by Anarion and/or his son, and there can only be 4 units in an army.+12% Attack)(+5 Attack).Axe and Heavy Full Chainmail(+12%Defense)Fearsome Unit (-5 Morale points).Costs 2.000 Mirian.Unit size: 200

Palantiri Guardians: (Only able to be recruited by the Lord of a region with a Palantir. and there can only be 3 units in an army.+11 Attack)Spears, Greatswords and Heavy Full Chainmail(+12%Defense)Fearsome Unit (-5 Morale points).Costs 1.100 Mirian.Unit size: 180